-
Notifications
You must be signed in to change notification settings - Fork 7.1k
/
DynamicTexture.js
1635 lines (1448 loc) · 59.5 KB
/
DynamicTexture.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var BlendModes = require('../renderer/BlendModes');
var Camera = require('../cameras/2d/BaseCamera');
var CanvasPool = require('../display/canvas/CanvasPool');
var Class = require('../utils/Class');
var CONST = require('../const');
var Frame = require('./Frame');
var GetFastValue = require('../utils/object/GetFastValue');
var PIPELINES = require('../renderer/webgl/pipelines/const');
var RenderTarget = require('../renderer/webgl/RenderTarget');
var Texture = require('./Texture');
var Utils = require('../renderer/webgl/Utils');
/**
* @classdesc
* A Dynamic Texture is a special texture that allows you to draw textures, frames and most kind of
* Game Objects directly to it.
*
* You can take many complex objects and draw them to this one texture, which can then be used as the
* base texture for other Game Objects, such as Sprites. Should you then update this texture, all
* Game Objects using it will instantly be updated as well, reflecting the changes immediately.
*
* It's a powerful way to generate dynamic textures at run-time that are WebGL friendly and don't invoke
* expensive GPU uploads on each change.
*
* ```js
* const t = this.textures.addDynamicTexture('player', 64, 128);
* // draw objects to t
* this.add.sprite(x, y, 'player');
* ```
*
* Because this is a standard Texture within Phaser, you can add frames to it, meaning you can use it
* to generate sprite sheets, texture atlases or tile sets.
*
* Under WebGL1, a FrameBuffer, which is what this Dynamic Texture uses internally, cannot be anti-aliased.
* This means that when drawing objects such as Shapes or Graphics instances to this texture, they may appear
* to be drawn with no aliasing around the edges. This is a technical limitation of WebGL1. To get around it,
* create your shape as a texture in an art package, then draw that to this texture.
*
* Based on the assumption that you will be using this Dynamic Texture as a source for Sprites, it will
* automatically invert any drawing done to it on the y axis. If you do not require this, please call the
* `setIsSpriteTexture()` method and pass it `false` as its parameter. Do this before you start drawing
* to this texture, otherwise you will get vertically inverted frames under WebGL. This isn't required
* for Canvas.
*
* @class DynamicTexture
* @extends Phaser.Textures.Texture
* @memberof Phaser.Textures
* @constructor
* @since 3.60.0
*
* @param {Phaser.Textures.TextureManager} manager - A reference to the Texture Manager this Texture belongs to.
* @param {string} key - The unique string-based key of this Texture.
* @param {number} [width=256] - The width of this Dymamic Texture in pixels. Defaults to 256 x 256.
* @param {number} [height=256] - The height of this Dymamic Texture in pixels. Defaults to 256 x 256.
*/
var DynamicTexture = new Class({
Extends: Texture,
initialize:
function DynamicTexture (manager, key, width, height)
{
if (width === undefined) { width = 256; }
if (height === undefined) { height = 256; }
/**
* The internal data type of this object.
*
* @name Phaser.Textures.DynamicTexture#type
* @type {string}
* @readonly
* @since 3.60.0
*/
this.type = 'DynamicTexture';
var renderer = manager.game.renderer;
var isCanvas = (renderer && renderer.type === CONST.CANVAS);
var source = (isCanvas) ? CanvasPool.create2D(this, width, height) : [ this ];
Texture.call(this, manager, key, source, width, height);
this.add('__BASE', 0, 0, 0, width, height);
/**
* A reference to either the Canvas or WebGL Renderer that the Game instance is using.
*
* @name Phaser.Textures.DynamicTexture#renderer
* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
* @since 3.2.0
*/
this.renderer = renderer;
/**
* The width of this Dynamic Texture.
*
* Treat this property as read-only. Use the `setSize` method to change the size.
*
* @name Phaser.Textures.DynamicTexture#width
* @type {number}
* @since 3.60.0
*/
this.width = -1;
/**
* The height of this Dynamic Texture.
*
* Treat this property as read-only. Use the `setSize` method to change the size.
*
* @name Phaser.Textures.DynamicTexture#height
* @type {number}
* @since 3.60.0
*/
this.height = -1;
/**
* This flag is set to 'true' during `beginDraw` and reset to 'false` in `endDraw`,
* allowing you to determine if this Dynamic Texture is batch drawing, or not.
*
* @name Phaser.Textures.DynamicTexture#isDrawing
* @type {boolean}
* @readonly
* @since 3.60.0
*/
this.isDrawing = false;
/**
* A reference to the Rendering Context belonging to the Canvas Element this Dynamic Texture is drawing to.
*
* @name Phaser.Textures.DynamicTexture#canvas
* @type {HTMLCanvasElement}
* @since 3.2.0
*/
this.canvas = (isCanvas) ? source : null;
/**
* The 2D Canvas Rendering Context.
*
* @name Phaser.Textures.DynamicTexture#context
* @readonly
* @type {CanvasRenderingContext2D}
* @since 3.7.0
*/
this.context = (isCanvas) ? source.getContext('2d', { willReadFrequently: true }) : null;
/**
* Is this Dynamic Texture dirty or not? If not it won't spend time clearing or filling itself.
*
* @name Phaser.Textures.DynamicTexture#dirty
* @type {boolean}
* @since 3.12.0
*/
this.dirty = false;
/**
* Is this Dynamic Texture being used as the base texture for a Sprite Game Object?
*
* This is enabled by default, as we expect that will be the core use for Dynamic Textures.
*
* However, to disable it, call `RenderTexture.setIsSpriteTexture(false)`.
*
* You should do this _before_ drawing to this texture, so that it correctly
* inverses the frames for WebGL rendering. Not doing so will result in vertically flipped frames.
*
* This property is used in the `endDraw` method.
*
* @name Phaser.Textures.DynamicTexture#isSpriteTexture
* @type {boolean}
* @since 3.60.0
*/
this.isSpriteTexture = true;
/**
* Internal erase mode flag.
*
* @name Phaser.Textures.DynamicTexture#_eraseMode
* @type {boolean}
* @private
* @since 3.16.0
*/
this._eraseMode = false;
/**
* An internal Camera that can be used to move around this Dynamic Texture.
*
* Control it just like you would any Scene Camera. The difference is that it only impacts
* the placement of **Game Objects** (not textures) that you then draw to this texture.
*
* You can scroll, zoom and rotate this Camera.
*
* @name Phaser.Textures.DynamicTexture#camera
* @type {Phaser.Cameras.Scene2D.BaseCamera}
* @since 3.12.0
*/
this.camera = new Camera(0, 0, width, height).setScene(manager.game.scene.systemScene, false);
/**
* The Render Target that belongs to this Dynamic Texture.
*
* A Render Target encapsulates a framebuffer and texture for the WebGL Renderer.
*
* This property remains `null` under Canvas.
*
* @name Phaser.Textures.DynamicTexture#renderTarget
* @type {Phaser.Renderer.WebGL.RenderTarget}
* @since 3.60.0
*/
this.renderTarget = (!isCanvas) ? new RenderTarget(renderer, width, height, 1, 0, false, true, true, false) : null;
/**
* A reference to the WebGL Single Pipeline.
*
* This property remains `null` under Canvas.
*
* @name Phaser.Textures.DynamicTexture#pipeline
* @type {Phaser.Renderer.WebGL.Pipelines.SinglePipeline}
* @since 3.60.0
*/
this.pipeline = (!isCanvas) ? renderer.pipelines.get(PIPELINES.SINGLE_PIPELINE) : null;
if (!isCanvas)
{
this.setSize(width, height);
}
},
/**
* Resizes this Dynamic Texture to the new dimensions given.
*
* In WebGL it will destroy and then re-create the frame buffer being used by this Dynamic Texture.
* In Canvas it will resize the underlying canvas DOM element.
*
* Both approaches will erase everything currently drawn to this texture.
*
* If the dimensions given are the same as those already being used, calling this method will do nothing.
*
* @method Phaser.Textures.DynamicTexture#setSize
* @since 3.10.0
*
* @param {number} width - The new width of this Dynamic Texture.
* @param {number} [height=width] - The new height of this Dynamic Texture. If not specified, will be set the same as the `width`.
*
* @return {this} This Dynamic Texture.
*/
setSize: function (width, height)
{
if (height === undefined) { height = width; }
var frame = this.get();
var source = frame.source;
if (width !== this.width || height !== this.height)
{
if (this.canvas)
{
this.canvas.width = width;
this.canvas.height = height;
}
var renderTarget = this.renderTarget;
if (renderTarget)
{
if (renderTarget.willResize(width, height))
{
renderTarget.resize(width, height);
// The WebGLTexture has been resized, so is new, so we need to delete the old one
this.renderer.deleteTexture(source.glTexture);
}
this.setFromRenderTarget();
}
this.camera.setSize(width, height);
source.width = width;
source.height = height;
frame.setSize(width, height);
this.width = width;
this.height = height;
}
else
{
// Resize the frame
var baseFrame = this.getSourceImage();
if (frame.cutX + width > baseFrame.width)
{
width = baseFrame.width - frame.cutX;
}
if (frame.cutY + height > baseFrame.height)
{
height = baseFrame.height - frame.cutY;
}
frame.setSize(width, height, frame.cutX, frame.cutY);
}
return this;
},
/**
* Links the WebGL Textures used by this Dynamic Texture to its Render Target.
*
* This method is called internally by the Dynamic Texture when it is first created,
* or if you change its size.
*
* @method Phaser.Textures.DynamicTexture#setFromRenderTarget
* @since 3.70.0
*
* @return {this} This Dynamic Texture instance.
*/
setFromRenderTarget: function ()
{
var frame = this.get();
var source = frame.source;
var renderTarget = this.renderTarget;
// Then we can apply the new one
frame.glTexture = renderTarget.texture;
source.isRenderTexture = true;
source.isGLTexture = true;
source.glTexture = renderTarget.texture;
source.glTexture.flipY = true;
return this;
},
/**
* If you are planning on using this Render Texture as a base texture for Sprite
* Game Objects, then you should call this method with a value of `true` before
* drawing anything to it, otherwise you will get inverted frames in WebGL.
*
* @method Phaser.Textures.DynamicTexture#setIsSpriteTexture
* @since 3.60.0
*
* @param {boolean} value - Is this Render Target being used as a Sprite Texture, or not?
*
* @return {this} This Dynamic Texture instance.
*/
setIsSpriteTexture: function (value)
{
this.isSpriteTexture = value;
return this;
},
/**
* Fills this Dynamic Texture with the given color.
*
* By default it will fill the entire texture, however you can set it to fill a specific
* rectangular area by using the x, y, width and height arguments.
*
* The color should be given in hex format, i.e. 0xff0000 for red, 0x00ff00 for green, etc.
*
* @method Phaser.Textures.DynamicTexture#fill
* @since 3.2.0
*
* @param {number} rgb - The color to fill this Dynamic Texture with, such as 0xff0000 for red.
* @param {number} [alpha=1] - The alpha value used by the fill.
* @param {number} [x=0] - The left coordinate of the fill rectangle.
* @param {number} [y=0] - The top coordinate of the fill rectangle.
* @param {number} [width=this.width] - The width of the fill rectangle.
* @param {number} [height=this.height] - The height of the fill rectangle.
*
* @return {this} This Dynamic Texture instance.
*/
fill: function (rgb, alpha, x, y, width, height)
{
var camera = this.camera;
var renderer = this.renderer;
if (alpha === undefined) { alpha = 1; }
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = this.width; }
if (height === undefined) { height = this.height; }
var r = (rgb >> 16 & 0xFF);
var g = (rgb >> 8 & 0xFF);
var b = (rgb & 0xFF);
var renderTarget = this.renderTarget;
camera.preRender();
if (renderTarget)
{
renderTarget.bind(true);
var pipeline = this.pipeline.manager.set(this.pipeline);
var sx = renderer.width / renderTarget.width;
var sy = renderer.height / renderTarget.height;
var ty = renderTarget.height - (y + height);
pipeline.drawFillRect(
x * sx, ty * sy, width * sx, height * sy,
Utils.getTintFromFloats(b / 255, g / 255, r / 255, 1),
alpha
);
renderTarget.unbind(true);
}
else
{
var ctx = this.context;
renderer.setContext(ctx);
ctx.globalCompositeOperation = 'source-over';
ctx.fillStyle = 'rgba(' + r + ',' + g + ',' + b + ',' + alpha + ')';
ctx.fillRect(x, y, width, height);
renderer.setContext();
}
this.dirty = true;
return this;
},
/**
* Fully clears this Dynamic Texture, erasing everything from it and resetting it back to
* a blank, transparent, texture.
*
* @method Phaser.Textures.DynamicTexture#clear
* @since 3.2.0
*
* @return {this} This Dynamic Texture instance.
*/
clear: function ()
{
if (this.dirty)
{
var ctx = this.context;
var renderTarget = this.renderTarget;
if (renderTarget)
{
renderTarget.clear();
}
else if (ctx)
{
ctx.save();
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, this.width, this.height);
ctx.restore();
}
this.dirty = false;
}
return this;
},
/**
* Takes the given texture key and frame and then stamps it at the given
* x and y coordinates. You can use the optional 'config' argument to provide
* lots more options about how the stamp is applied, including the alpha,
* tint, angle, scale and origin.
*
* By default, the frame will stamp on the x/y coordinates based on its center.
*
* If you wish to stamp from the top-left, set the config `originX` and
* `originY` properties both to zero.
*
* @method Phaser.Textures.DynamicTexture#stamp
* @since 3.60.0
*
* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
* @param {(string|number)} [frame] - The name or index of the frame within the Texture. Set to `null` to skip this argument if not required.
* @param {number} [x=0] - The x position to draw the frame at.
* @param {number} [y=0] - The y position to draw the frame at.
* @param {Phaser.Types.Textures.StampConfig} [config] - The stamp configuration object, allowing you to set the alpha, tint, angle, scale and origin of the stamp.
*
* @return {this} This Dynamic Texture instance.
*/
stamp: function (key, frame, x, y, config)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
var alpha = GetFastValue(config, 'alpha', 1);
var tint = GetFastValue(config, 'tint', 0xffffff);
var angle = GetFastValue(config, 'angle', 0);
var rotation = GetFastValue(config, 'rotation', 0);
var scale = GetFastValue(config, 'scale', 1);
var scaleX = GetFastValue(config, 'scaleX', scale);
var scaleY = GetFastValue(config, 'scaleY', scale);
var originX = GetFastValue(config, 'originX', 0.5);
var originY = GetFastValue(config, 'originY', 0.5);
var blendMode = GetFastValue(config, 'blendMode', 0);
var erase = GetFastValue(config, 'erase', false);
var skipBatch = GetFastValue(config, 'skipBatch', false);
var stamp = this.manager.resetStamp(alpha, tint);
stamp.setAngle(0);
if (angle !== 0)
{
stamp.setAngle(angle);
}
else if (rotation !== 0)
{
stamp.setRotation(rotation);
}
stamp.setScale(scaleX, scaleY);
stamp.setTexture(key, frame);
stamp.setOrigin(originX, originY);
stamp.setBlendMode(blendMode);
if (erase)
{
this._eraseMode = true;
}
if (!skipBatch)
{
this.draw(stamp, x, y);
}
else
{
this.batchGameObject(stamp, x, y);
}
if (erase)
{
this._eraseMode = false;
}
return this;
},
/**
* Draws the given object, or an array of objects, to this Dynamic Texture using a blend mode of ERASE.
* This has the effect of erasing any filled pixels present in the objects from this texture.
*
* It can accept any of the following:
*
* * Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
* * Tilemap Layers.
* * A Group. The contents of which will be iterated and drawn in turn.
* * A Container. The contents of which will be iterated fully, and drawn in turn.
* * A Scene Display List. Pass in `Scene.children` to draw the whole list.
* * Another Dynamic Texture, or a Render Texture.
* * A Texture Frame instance.
* * A string. This is used to look-up the texture from the Texture Manager.
*
* Note: You cannot erase a Dynamic Texture from itself.
*
* If passing in a Group or Container it will only draw children that return `true`
* when their `willRender()` method is called. I.e. a Container with 10 children,
* 5 of which have `visible=false` will only draw the 5 visible ones.
*
* If passing in an array of Game Objects it will draw them all, regardless if
* they pass a `willRender` check or not.
*
* You can pass in a string in which case it will look for a texture in the Texture
* Manager matching that string, and draw the base frame.
*
* You can pass in the `x` and `y` coordinates to draw the objects at. The use of
* the coordinates differ based on what objects are being drawn. If the object is
* a Group, Container or Display List, the coordinates are _added_ to the positions
* of the children. For all other types of object, the coordinates are exact.
*
* Calling this method causes the WebGL batch to flush, so it can write the texture
* data to the framebuffer being used internally. The batch is flushed at the end,
* after the entries have been iterated. So if you've a bunch of objects to draw,
* try and pass them in an array in one single call, rather than making lots of
* separate calls.
*
* If you are not planning on using this Dynamic Texture as a base texture for Sprite
* Game Objects, then you should set `DynamicTexture.isSpriteTexture = false` before
* calling this method, otherwise you will get vertically inverted frames in WebGL.
*
* @method Phaser.Textures.DynamicTexture#erase
* @since 3.16.0
*
* @param {any} entries - Any renderable Game Object, or Group, Container, Display List, Render Texture, Texture Frame, or an array of any of these.
* @param {number} [x=0] - The x position to draw the Frame at, or the offset applied to the object.
* @param {number} [y=0] - The y position to draw the Frame at, or the offset applied to the object.
*
* @return {this} This Dynamic Texture instance.
*/
erase: function (entries, x, y)
{
this._eraseMode = true;
this.draw(entries, x, y);
this._eraseMode = false;
return this;
},
/**
* Draws the given object, or an array of objects, to this Dynamic Texture.
*
* It can accept any of the following:
*
* * Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
* * Tilemap Layers.
* * A Group. The contents of which will be iterated and drawn in turn.
* * A Container. The contents of which will be iterated fully, and drawn in turn.
* * A Scene Display List. Pass in `Scene.children` to draw the whole list.
* * Another Dynamic Texture, or a Render Texture.
* * A Texture Frame instance.
* * A string. This is used to look-up the texture from the Texture Manager.
*
* Note 1: You cannot draw a Dynamic Texture to itself.
*
* Note 2: For Game Objects that have Post FX Pipelines, the pipeline _cannot_ be
* used when drawn to this texture.
*
* If passing in a Group or Container it will only draw children that return `true`
* when their `willRender()` method is called. I.e. a Container with 10 children,
* 5 of which have `visible=false` will only draw the 5 visible ones.
*
* If passing in an array of Game Objects it will draw them all, regardless if
* they pass a `willRender` check or not.
*
* You can pass in a string in which case it will look for a texture in the Texture
* Manager matching that string, and draw the base frame. If you need to specify
* exactly which frame to draw then use the method `drawFrame` instead.
*
* You can pass in the `x` and `y` coordinates to draw the objects at. The use of
* the coordinates differ based on what objects are being drawn. If the object is
* a Group, Container or Display List, the coordinates are _added_ to the positions
* of the children. For all other types of object, the coordinates are exact.
*
* The `alpha` and `tint` values are only used by Texture Frames.
* Game Objects use their own alpha and tint values when being drawn.
*
* Calling this method causes the WebGL batch to flush, so it can write the texture
* data to the framebuffer being used internally. The batch is flushed at the end,
* after the entries have been iterated. So if you've a bunch of objects to draw,
* try and pass them in an array in one single call, rather than making lots of
* separate calls.
*
* If you are not planning on using this Dynamic Texture as a base texture for Sprite
* Game Objects, then you should set `DynamicTexture.isSpriteTexture = false` before
* calling this method, otherwise you will get vertically inverted frames in WebGL.
*
* @method Phaser.Textures.DynamicTexture#draw
* @since 3.2.0
*
* @param {any} entries - Any renderable Game Object, or Group, Container, Display List, other Render Texture, Texture Frame or an array of any of these.
* @param {number} [x=0] - The x position to draw the Frame at, or the offset applied to the object.
* @param {number} [y=0] - The y position to draw the Frame at, or the offset applied to the object.
* @param {number} [alpha=1] - The alpha value. Only used when drawing Texture Frames to this texture. Game Objects use their own alpha.
* @param {number} [tint=0xffffff] - The tint color value. Only used when drawing Texture Frames to this texture. Game Objects use their own tint. WebGL only.
*
* @return {this} This Dynamic Texture instance.
*/
draw: function (entries, x, y, alpha, tint)
{
this.beginDraw();
this.batchDraw(entries, x, y, alpha, tint);
this.endDraw();
return this;
},
/**
* Draws the Texture Frame to the Render Texture at the given position.
*
* Textures are referenced by their string-based keys, as stored in the Texture Manager.
*
* ```javascript
* var rt = this.add.renderTexture(0, 0, 800, 600);
* rt.drawFrame(key, frame);
* ```
*
* You can optionally provide a position, alpha and tint value to apply to the frame
* before it is drawn.
*
* Calling this method will cause a batch flush, so if you've got a stack of things to draw
* in a tight loop, try using the `draw` method instead.
*
* If you need to draw a Sprite to this Render Texture, use the `draw` method instead.
*
* If you are not planning on using this Dynamic Texture as a base texture for Sprite
* Game Objects, then you should set `DynamicTexture.isSpriteTexture = false` before
* calling this method, otherwise you will get vertically inverted frames in WebGL.
*
* @method Phaser.Textures.DynamicTexture#drawFrame
* @since 3.12.0
*
* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
* @param {(string|number)} [frame] - The name or index of the frame within the Texture. Set to `null` to skip this argument if not required.
* @param {number} [x=0] - The x position to draw the frame at.
* @param {number} [y=0] - The y position to draw the frame at.
* @param {number} [alpha=1] - The alpha value. Only used when drawing Texture Frames to this texture.
* @param {number} [tint=0xffffff] - The tint color value. Only used when drawing Texture Frames to this texture. WebGL only.
*
* @return {this} This Dynamic Texture instance.
*/
drawFrame: function (key, frame, x, y, alpha, tint)
{
this.beginDraw();
this.batchDrawFrame(key, frame, x, y, alpha, tint);
this.endDraw();
return this;
},
/**
* Takes the given Texture Frame and draws it to this Dynamic Texture as a fill pattern,
* i.e. in a grid-layout based on the frame dimensions.
*
* Textures are referenced by their string-based keys, as stored in the Texture Manager.
*
* You can optionally provide a position, width, height, alpha and tint value to apply to
* the frames before they are drawn. The position controls the top-left where the repeating
* fill will start from. The width and height control the size of the filled area.
*
* The position can be negative if required, but the dimensions cannot.
*
* Calling this method will cause a batch flush by default. Use the `skipBatch` argument
* to disable this if this call is part of a larger batch draw.
*
* If you are not planning on using this Dynamic Texture as a base texture for Sprite
* Game Objects, then you should set `DynamicTexture.isSpriteTexture = false` before
* calling this method, otherwise you will get vertically inverted frames in WebGL.
*
* @method Phaser.Textures.DynamicTexture#repeat
* @since 3.60.0
*
* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
* @param {(string|number)} [frame] - The name or index of the frame within the Texture. Set to `null` to skip this argument if not required.
* @param {number} [x=0] - The x position to start drawing the frames from (can be negative to offset).
* @param {number} [y=0] - The y position to start drawing the frames from (can be negative to offset).
* @param {number} [width=this.width] - The width of the area to repeat the frame within. Defaults to the width of this Dynamic Texture.
* @param {number} [height=this.height] - The height of the area to repeat the frame within. Defaults to the height of this Dynamic Texture.
* @param {number} [alpha=1] - The alpha to use. Defaults to 1, no alpha.
* @param {number} [tint=0xffffff] - WebGL only. The tint color to use. Leave as undefined, or 0xffffff to have no tint.
* @param {boolean} [skipBatch=false] - Skip beginning and ending a batch with this call. Use if this is part of a bigger batched draw.
*
* @return {this} This Dynamic Texture instance.
*/
repeat: function (key, frame, x, y, width, height, alpha, tint, skipBatch)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = this.width; }
if (height === undefined) { height = this.height; }
if (alpha === undefined) { alpha = 1; }
if (tint === undefined) { tint = 0xffffff; }
if (skipBatch === undefined) { skipBatch = false; }
if (key instanceof Frame)
{
frame = key;
}
else
{
frame = this.manager.getFrame(key, frame);
}
if (!frame)
{
return this;
}
var stamp = this.manager.resetStamp(alpha, tint);
stamp.setFrame(frame);
stamp.setOrigin(0);
var frameWidth = frame.width;
var frameHeight = frame.height;
// Clamp to integer
width = Math.floor(width);
height = Math.floor(height);
// How many stamps can we fit in horizontally and vertically?
// We round this number up to allow for excess overflow
var hmax = Math.ceil(width / frameWidth);
var vmax = Math.ceil(height / frameHeight);
// How much extra horizontal and vertical space do we have on the right/bottom?
var hdiff = (hmax * frameWidth) - width;
var vdiff = (vmax * frameHeight) - height;
if (hdiff > 0)
{
hdiff = frameWidth - hdiff;
}
if (vdiff > 0)
{
vdiff = frameHeight - vdiff;
}
// x/y may be negative
if (x < 0)
{
hmax += Math.ceil(Math.abs(x) / frameWidth);
}
if (y < 0)
{
vmax += Math.ceil(Math.abs(y) / frameHeight);
}
var dx = x;
var dy = y;
var useCrop = false;
var cropRect = this.manager.stampCrop.setTo(0, 0, frameWidth, frameHeight);
if (!skipBatch)
{
this.beginDraw();
}
for (var ty = 0; ty < vmax; ty++)
{
// Negative offset?
if (dy + frameHeight < 0)
{
// We can't see it, as it's off the top
dy += frameHeight;
continue;
}
for (var tx = 0; tx < hmax; tx++)
{
useCrop = false;
// Negative offset?
if (dx + frameWidth < 0)
{
// We can't see it, as it's fully off the left
dx += frameWidth;
continue;
}
else if (dx < 0)
{
// Partially off the left
useCrop = true;
cropRect.width = (frameWidth + dx);
cropRect.x = frameWidth - cropRect.width;
}
// Negative vertical offset
if (dy < 0)
{
// Partially off the top
useCrop = true;
cropRect.height = (frameHeight + dy);
cropRect.y = frameHeight - cropRect.height;
}
if (hdiff > 0 && tx === hmax - 1)
{
useCrop = true;
cropRect.width = hdiff;
}
if (vdiff > 0 && ty === vmax - 1)
{
useCrop = true;
cropRect.height = vdiff;
}
if (useCrop)
{
stamp.setCrop(cropRect);
}
this.batchGameObject(stamp, dx, dy);
// Reset crop
stamp.isCropped = false;
cropRect.setTo(0, 0, frameWidth, frameHeight);
dx += frameWidth;
}
dx = x;
dy += frameHeight;
}
if (!skipBatch)
{
this.endDraw();
}
return this;
},
/**
* Use this method if you need to batch draw a large number of Game Objects to
* this Dynamic Texture in a single pass, or on a frequent basis. This is especially
* useful under WebGL, however, if your game is using Canvas only, it will not make
* any speed difference in that situation.
*
* This method starts the beginning of a batched draw, unless one is already open.
*
* Batched drawing is faster than calling `draw` in loop, but you must be careful
* to manage the flow of code and remember to call `endDraw()` when you're finished.
*
* If you don't need to draw large numbers of objects it's much safer and easier
* to use the `draw` method instead.
*
* The flow should be:
*
* ```javascript
* // Call once:
* DynamicTexture.beginDraw();
*
* // repeat n times:
* DynamicTexture.batchDraw();
* // or
* DynamicTexture.batchDrawFrame();
*
* // Call once:
* DynamicTexture.endDraw();
* ```
*
* Do not call any methods other than `batchDraw`, `batchDrawFrame`, or `endDraw` once you
* have started a batch. Also, be very careful not to destroy this Dynamic Texture while the
* batch is still open. Doing so will cause a run-time error in the WebGL Renderer.
*
* You can use the `DynamicTexture.isDrawing` boolean property to tell if a batch is
* currently open, or not.
*
* @method Phaser.Textures.DynamicTexture#beginDraw
* @since 3.50.0
*
* @return {this} This Dynamic Texture instance.
*/
beginDraw: function ()
{
if (!this.isDrawing)
{
var camera = this.camera;
var renderer = this.renderer;
var renderTarget = this.renderTarget;
camera.preRender();
if (renderTarget)
{
renderer.beginCapture(renderTarget.width, renderTarget.height);
}
else
{
renderer.setContext(this.context);
}
this.isDrawing = true;
}
return this;
},
/**
* Use this method if you have already called `beginDraw` and need to batch
* draw a large number of objects to this Dynamic Texture.
*
* This method batches the drawing of the given objects to this texture,
* without causing a WebGL bind or batch flush for each one.
*
* It is faster than calling `draw`, but you must be careful to manage the
* flow of code and remember to call `endDraw()`. If you don't need to draw large
* numbers of objects it's much safer and easier to use the `draw` method instead.
*
* The flow should be:
*
* ```javascript
* // Call once:
* DynamicTexture.beginDraw();
*
* // repeat n times:
* DynamicTexture.batchDraw();
* // or
* DynamicTexture.batchDrawFrame();
*